// Copyright (c) 2009-2010, Renato Cunha
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
//  * Redistributions of source code must retain the above copyright notice,
//    this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of  nor the names of its contributors may be used to
//    endorse or promote products derived from this software without
//    specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
// IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#ifndef ENTITYMANAGER_H
#define ENTITYMANAGER_H

#include <map>
#include <queue>
#include <cassert>
#include <string>

#include <gameobj.h>

class GameObj;
class EntityManager;

extern EntityManager entities;

class EntityManager
{
	private:
		typedef std::map<int, GameObj *> EntityMap;

		EntityMap entities;
		friend class MessageDispatcher;
		friend class GameWorld;
		bool updating;
		std::queue<GameObj *> insert_buffer;
		std::queue<GameObj *> delete_buffer;
		std::queue<GameObj *> remove_buffer;

		bool reset;

	public:

		EntityManager() : reset(false) {}

		void register_entity(GameObj *new_entity);

		GameObj *get_entity_from_id(int id) const;

		bool remove_entity(GameObj *entity);

		void destroy_entity(GameObj *entity);

		void update_all(double elapsed_time);

		void draw_all();

		void print_all();

		void destroy_all();

		GameObj *check_collision(GameObj *requester, int ignore = -1);

		~EntityManager() {
			destroy_all();
		}
};

#endif

